//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; namespace BlendFile.DNA { using BlendFile; [DNAClassAttribute(246, "FluidFlowSettings")] public class FluidFlowSettings { [DNAFieldAttribute(0, "FluidModifierData", "*fmd", "FluidModifierData", 4, true)] public FluidModifierData ptr_fmd; [DNAFieldAttribute(1, "Mesh", "*mesh", "Mesh", 4, true)] public Mesh ptr_mesh; [DNAFieldAttribute(2, "ParticleSystem", "*psys", "ParticleSystem", 4, true)] public ParticleSystem ptr_psys; [DNAFieldAttribute(3, "Tex", "*noise_texture", "Tex", 4, true)] public Tex ptr_noise_texture; [DNAFieldAttribute(4, "float", "*verts_old", "float", 4, true)] public float ptr_verts_old; [DNAFieldAttribute(5, "int", "numverts", "int", 4, false)] public int numverts; [DNAFieldAttribute(6, "float", "vel_multi", "float", 4, false)] public float vel_multi; [DNAFieldAttribute(7, "float", "vel_normal", "float", 4, false)] public float vel_normal; [DNAFieldAttribute(8, "float", "vel_random", "float", 4, false)] public float vel_random; [DNAFieldAttribute(9, "float", "vel_coord[3]", "System.Single[]", 12, false)] public float[] vel_coord = new System.Single[3]; [DNAFieldAttribute(10, "char", "_pad1[4]", "System.Char[]", 4, false)] public char[] _pad1 = new System.Char[4]; [DNAFieldAttribute(11, "float", "density", "float", 4, false)] public float density; [DNAFieldAttribute(12, "float", "color[3]", "System.Single[]", 12, false)] public float[] color = new System.Single[3]; [DNAFieldAttribute(13, "float", "fuel_amount", "float", 4, false)] public float fuel_amount; [DNAFieldAttribute(14, "float", "temperature", "float", 4, false)] public float temperature; [DNAFieldAttribute(15, "float", "volume_density", "float", 4, false)] public float volume_density; [DNAFieldAttribute(16, "float", "surface_distance", "float", 4, false)] public float surface_distance; [DNAFieldAttribute(17, "float", "particle_size", "float", 4, false)] public float particle_size; [DNAFieldAttribute(18, "int", "subframes", "int", 4, false)] public int subframes; [DNAFieldAttribute(19, "float", "texture_size", "float", 4, false)] public float texture_size; [DNAFieldAttribute(20, "float", "texture_offset", "float", 4, false)] public float texture_offset; [DNAFieldAttribute(21, "char", "_pad2[4]", "System.Char[]", 4, false)] public char[] _pad2 = new System.Char[4]; [DNAFieldAttribute(22, "char", "uvlayer_name[68]", "System.Char[]", 68, false)] public char[] uvlayer_name = new System.Char[68]; [DNAFieldAttribute(23, "char", "_pad3[4]", "System.Char[]", 4, false)] public char[] _pad3 = new System.Char[4]; [DNAFieldAttribute(24, "short", "vgroup_density", "short", 2, false)] public short vgroup_density; [DNAFieldAttribute(25, "short", "type", "short", 2, false)] public short type; [DNAFieldAttribute(26, "short", "behavior", "short", 2, false)] public short behavior; [DNAFieldAttribute(27, "short", "source", "short", 2, false)] public short source; [DNAFieldAttribute(28, "short", "texture_type", "short", 2, false)] public short texture_type; [DNAFieldAttribute(29, "short", "_pad4[3]", "System.Int16[]", 6, false)] public short[] _pad4 = new System.Int16[3]; [DNAFieldAttribute(30, "int", "flags", "int", 4, false)] public int flags; public FluidFlowSettings() { this.ptr_fmd = default; this.ptr_mesh = default; this.ptr_psys = default; this.ptr_noise_texture = default; this.ptr_verts_old = default; this.numverts = default; this.vel_multi = default; this.vel_normal = default; this.vel_random = default; this.vel_coord = default; this._pad1 = default; this.density = default; this.color = default; this.fuel_amount = default; this.temperature = default; this.volume_density = default; this.surface_distance = default; this.particle_size = default; this.subframes = default; this.texture_size = default; this.texture_offset = default; this._pad2 = default; this.uvlayer_name = default; this._pad3 = default; this.vgroup_density = default; this.type = default; this.behavior = default; this.source = default; this.texture_type = default; this._pad4 = default; this.flags = default; } public FluidFlowSettings( FluidModifierData ptr_fmd, Mesh ptr_mesh, ParticleSystem ptr_psys, Tex ptr_noise_texture, float ptr_verts_old, int numverts, float vel_multi, float vel_normal, float vel_random, float[] vel_coord, char[] _pad1, float density, float[] color, float fuel_amount, float temperature, float volume_density, float surface_distance, float particle_size, int subframes, float texture_size, float texture_offset, char[] _pad2, char[] uvlayer_name, char[] _pad3, short vgroup_density, short type, short behavior, short source, short texture_type, short[] _pad4, int flags) { this.ptr_fmd = ptr_fmd; this.ptr_mesh = ptr_mesh; this.ptr_psys = ptr_psys; this.ptr_noise_texture = ptr_noise_texture; this.ptr_verts_old = ptr_verts_old; this.numverts = numverts; this.vel_multi = vel_multi; this.vel_normal = vel_normal; this.vel_random = vel_random; this.vel_coord = vel_coord; this._pad1 = _pad1; this.density = density; this.color = color; this.fuel_amount = fuel_amount; this.temperature = temperature; this.volume_density = volume_density; this.surface_distance = surface_distance; this.particle_size = particle_size; this.subframes = subframes; this.texture_size = texture_size; this.texture_offset = texture_offset; this._pad2 = _pad2; this.uvlayer_name = uvlayer_name; this._pad3 = _pad3; this.vgroup_density = vgroup_density; this.type = type; this.behavior = behavior; this.source = source; this.texture_type = texture_type; this._pad4 = _pad4; this.flags = flags; } } }